Marvel vs. Capcom 2: New Age of Heroes Walkthrough & Strategy Guide

Published: Jan 31, 2009

Marvel vs. Capcom 2 Characters

Magneto

Complimentary Assists

Psylocke - α

Sentinel - γ

Sentinel - α

Magneto's claim to fame is his speed. It's insane. But being able to use that speed takes a lot of practice and technique. First, dedicate yourself to learning to wave dash. And then learn triangle jumping. Both are very, very important to successful Magneto rushdown. If you don't know what wave dashing and triangle jumping are, head over to our Advanced Techniques section.

To compliment his speed, Magneto has absurd combo potential. Not only can he execute long combos from an infinite number of situations, but he can also deal tons of damage very quickly. Use Psylocke's anti-air assist to tag opponents and knock them on the ground. Quickly dash over as the opponent falls down and you can pop the opponent off the ground with an OTG—try c.LK c.HK xx Hyper Grav—and continue into a combo from there.

Here's a quick list Magneto combo essentials. These aren't necessarily complete combos, but rather bits of combos that you should practice and perfect as they're common in a lot of Magneto combo opportunities.

c.LK c.HK xx Hyper Grav - This is an essential OTG (off the ground) combo that you can land after knocking the opponent down with certain moves. As mentioned above, Psylocke's anti-air assist will do the trick. As well, you can use Magneto's HK throw and land an OTG combo as the opponent lands. Note that there is a point in a fall where the opponent can roll out of the OTG attempt but if you go for the c.LK early enough it's a guaranteed hit.

c.LK c.HP (super jump) j.HK xx Air Dash (down-forward) j.LK j.LK - Here is a basic combo starter. You land the c.LK because it's quick and hits low, and then immediately land the c.HP to launch the opponent into the air. Tap to automatically super jump and follow the opponent into the air. Quickly throw out a j.HK to knock the opponent back toward the ground (this should not trigger flying screen). Air dash to follow the opponent after the j.HK and you can quickly land a j.LK j.LK string in the air before touching down on the ground. This is just a combo setup. From this point you have a number of options, including going for Magneto's infinite or landing a c.HP to knock the opponent back into the air for another air combo.

Hyper Grav xx Magnetic Tempest - A typical magic series combo will not combo into Magneto's Hyper Grav attack because it's a bit slow to move out. But if you cancel the Hyper Grav with a Magnetic Tempest hyper combo, the Hyper Grav mysteriously gets fast enough to combo out of a magic series string, making this a very powerful way to end a combo. Note that the Hyper Grav attack can be mashed out of by the opponent, but only the very best players will be able to get out of this combo.

(super jump) j.LK j.LK xx Air Dash (down-forward) j.LK j.LK - This is a typical Magneto ROM infinite combo that must start with the opponent already lifted off the ground. It's not easy. You first super jump straight up and land j.LK j.LK and then interrupt with a down-forward air dash and another j.LK j.LK string. The key is the transition from air dash to the second set of j.LK attacks. You need to slide your fingers across the PP buttons for the air dash in the same motion you use to tap the first j.LK which makes doing this combo on anything other than an arcade stick very tough.